I finished a new "Shepard of the Dead" short story today. I've tentatively titled it, "Heart of a Home."

I'm working on fleshing out how the protagonist grew up and where his values come from. Often times in fiction (or action movies), I notice the good guys seem to be arbitrarily made "good" by a well-intentioned writer. Little effort is taken to back up the "why" behind where they draw the line, which is a shame because there's so much more story there that the writer could pull from. I've been guilty of that myself, a time or two.

This story was particularly fun, because I'm also trying to keep my details true to the medieval time period. Which led to Pintrest, Google and Wikipedia searches for things like the difference between medieval brushes and wooden combs, the anatomy of a rice barrel, the difference between a "hut" and a "cottage" and the expected effects of extreme isolation on various aspects of a child's development.

This is one of the things I love about being a writer though, you are always learning. Sure, I could do something similar if I wrote non-fiction and just cut straight to the facts. But those stories wouldn't be nearly as much fun to put together.

Let's face it, if the man who wrote the novel, "The Princess Bride" had instead focused on his passion (describing Floridian culture) and ignored the story all-together, his book would never have become a classic film.

Hopefully, one day one of my novels can rise to the same distinction. For the moment, however, I'm content with the esteemed company of my fellow readers. Have a wonderful day, folks. Talk to you later!

I recently returned from the annual Science Fiction and Fantasy Convention known as RadCon, which takes place in Pasco WA about this time every year. I got to participate on 6 panels (a personal record for me), which covered a wide range of topics including combat realism, plot, pacing, and marketing.

I also got to run a merchandise table for an hour to exclusively sell my own products. Selling your own work person-to-person is always an interesting twist on the average writer's life. Writing is, in and of itself, an introverted activity (if you don't count the many characters crowding the pages). Salesmanship and speaking on panels to a live audience, however, are quite the opposite. Last year I felt a little self-conscious and wasn't sure I 'belonged'. This year, things improved quite a bit.

I did an interesting experiment with book sales over the course of the three-day event. The Central Washington Author's Guild was kind enough to sell my books at their spot in the dealer's room, but due to my busy schedule, I couldn't sit in on those sales. I was forced to leave those books to sink or swim on their own. Throughout the convention though, I was talking with fans and selling copies of my books to interested parties.

I was surprised by the end of the convention when I realized I managed more sales through personal exchanges with customers, than I got by just leaving my books for sale at a booth. I developed a deeper appreciation for the importance of making personal connections as you go about sharing your work and getting to know other writers.

Over the next week or two, I will be compiling my notes from the RadCon panels into YouTube videos. They're both to keep the information fresh for me and to enlighten any other writers or curious readers who want to learn more about what goes on behind the 'curtain' of professional fiction writing.

I'm also breaking ground on a new fantasy series, "Shepard of the Dead." While I'm designing the world, magic system and characters, I will be publishing short stories to give you all a taste of what's on the way. More details coming soon.

Here we have one final giveaway before we step into the summer season.

For a limited time, you can enter to win Death's Edge, plus 45 post-apocalyptic sci-fi books from an amazing collection of authors, plus a Kindle Fire!Enter the contest by clicking here: bit.ly/post-apoc-apr17

I just finished up a semester of school, so I can finally turn my undivided attention to writing and publishing goals. At least until classes resume later this month. My new major in Web Design is going well. Surprising, the coding assignments proved a lot easier than the visual media ones. Though both provide useful skills for running a publishing business.

On the RPG front...

Having recently moved to Kelso Washington, I was surprised to find a strong group of D & D players, which has lead to some interesting adventures and gaming developments. Before I get too distracted with other stories, I want to finish up posting the gambling additions I made for my divination wizard, just in case anyone else out there wants to try a similar system with their own characters.

Intelligence based gambling – Dragon Chess. One-on-one.Long Chess Mode (potentially more lucrative, but takes longer). Also involves so many rolls that even with my character's Lucky feat and Portent ability, there is still a financial risk.

A more expensive version of chess J

In order to make a move, each player must contribute X amount of copper, silver, gold, or platinum, depending on the quality of the establishment in which you are gaming.

Once the money is in the pot, each player rolls a D20 and adds their INT modifier. This symbolizes making their moves on the chess board.

The winner adds the difference between the rolls to his total for the game.

Example: Player A got a 16. Player B got a 10. So Player A keeps the difference, adding +6 to his overall total.

The player who gets their total over 100 points wins, symbolizing their achievement of check mate, and keeps the contents of the pot.

Or simply roll and add up your own results. First to 200 points wins, and keeps the contents of the pot, symbolizing their achievement of check mate.

Short Chess Mode (less lucrative, but with a much higher chance of success because it's a single die roll).

Each character adds the cash to the pot their willing to bet (usually equal sums), but an opposing player will never bet more than three times the areas normal 'per round' limit.

They roll opposed D20 INT checks, symbolizing their competing strategies for control of the board game.

The winner of the check wins the game, and the pot.

Optional Party Play-style: Team mates can "observe" a game of chess and place their own bets against their friends or fellow patrons as to the identity of the final winner. In this way, the one running the chess game is providing an income for the entire party. No pressure :)

We are having a busy spring season over here. Hope you're ready for another chance to win big returns at only the click of a button!

Have you seen this awesome giveaway from BookSweeps? You can win my YA fantasy novel Dismay, plus books from authors like Marc Seechia and Linsey Hall, and aKindle Fire. This giveaway ends soon, so make sure you hurry and enter! Goodluck!

You can win my book Splintered Loyalties, plus books from authors like J. J. Wilder and C. S. Johnson, and a Kindle Fire. This giveaway ends soon, so make sure you hurry and enter! Good luck!Join the fun here! bit.ly/epic-fantasy

Now, in real life I figure a dollar in my pocket is worth far more than it would ever be on the table of a casino. However, with a Diviner at my disposal, gambling in the D&D world becomes a source of income, rather than a reckless act of chance.

After all, wizard spells get expensive. Why not have the DM add a little income on the side to keep your spell book well stocked?

Anyways, I've devised a couple gambling options for players of D&D fifth edition. Feel free to leave a comment if you can think of a way to streamline the system, or add in a little mischief should things go wrong!

Luck based gambling – Dragon Dice. Play one-on-one or with multiple players. Adding multiple NPCs also involves so many rolls that even with a character's 'Lucky' feat or a Diviner's 'Portent' ability, there is still a significant financial risk, for some large rewards.

Each player adds X amount of money to the pot, in an amount which is matched or raised by the next player.

Each player can make an intimidation/persuasion check to goad his opponent into adding more cash to the pot, by insulting his pride, lineage, manhood, etc.

Don't roll too high though on intimidation or persuasion (nat 20)… or his buddies might decide to ambush you outside the casino! Or perhaps they will encourage a femme fatal to dose your drink and take your winnings for herself…

Once everyone has contributed to the pot, they all roll a D20 and add their WIS modifier.

Nat 20 wins the pot. Nat 1 loses automatically.

Whoever has the highest result keeps the contents of the pot. Start the next round.

Repeat as long as other takers are willing to contribute their funds.

I will eventually add a system to limit the funds available at the local casino, based on the size of the town and the amount of trouble you can find should you win too much, too fast. Stay tuned for more!

Hey everyone, I hope you all had a wonderful winter. With spring finally dawning , it's time for some new, exciting projects!

Firstly, stay tuned to the home page, where all my upcoming stories (and their publication dates) will be posted.

Second, I've decided to add a different arc to these blog posts, courtesy of some fun gaming groups I've starting playing with recently. Enjoy!

This first tale is aptly titled, "The 'Portent' Gambler".

So, I'd heard rumors at my local mall of a D&D fifth edition group opening up this spring. Once some family emergencies and other responsibilities finally settled, I decided to swing by Saturday afternoon and try it out. To my surprise, there were literally a dozen players sitting around the DM, steadily tearing through a dungeon.

Having attempted to DM games with six players (and found it far too long and tedious), I considered leaving on the spot. If I have to wait twenty minutes for each turn, would the gaming experience really be worth it?

The DM was welcoming enough, however,and insisted I join them. I sat down next to her and within a minute, volunteered to help one of the less experienced players flesh out his druid, so the DM would have time to set up another character. Long story short, I was able to polish up the casters of two other players, as well as get to know two talented DMs.

With such a long game (I only had a couple chances to attack in each encounter), there really wasn't much opportunity for me to do anything particularly impressive. Until we arrived at the issue of downtime.

Some players were off crafting armor. Others were leveling up their characters or learning new spells.

I was just starting a divination based wizard and sat there for a moment, contemplating my two D20s I rolled for my "Portent" class feature. For those of you who are knew to fifth edition, Portent allows me to switch a previously set aside roll with whatever I or an opponent roll during a campaign. I can literally force an opponent to fail a critical save. I was hoping to force a baddie to succumb to an illusion or paralysis, but as I sat there, considering my downtime options…

I hit the casinos.

The beautiful thing about a low "Portent" roll, is you don't have a fail chance, because the roll your forcing the baddie to take is crap. The only 'risk' is the loot roll from the DM. My fortune teller wizard literally walked into a casino, sat down before a rich noble about to lose, took the man's money and left. Not a bad way to make a living as a wizard .

The best part? The entire process takes about an hour, so I can still put the majority of my downtime into training, crafting or leveling up.

One point of advice if you decide to run such a build in your campaign. Clarify with your DM, in advance, how the gambling rules will work. The dungeon master's guide has no set system, so get one in place before you reveal your plans to let the threads of fate fill your purse.Does any out there have any good stories about running Divination Wizards? Hope some of these thoughts bring new life into your games. Have fun everyone!

Hey guys, here's an exciting anthology I've had the privilege of contributing a story to. Enjoy :)

"From an evil genius desperate for his toast; to an ancient dragon enjoying a modern coffee shop; to amusement parks with dragon rides; and heart-lurching flights with steam-powered beasts; these tales will catapult you into an adventurous journey to the far side of your imagination. Funny, frightening, melancholy, but always memorable, they will touch your heart and leave you with a sense of wonder.A gem for lovers of diverse fiction and wild rides."

Also be sure to pick up the other two Campcon anthologies! "Tales From an Alien Campfire" and "Horseshoes, Hand Grenades, and Magic."